Showing posts with label solitaire gaming. Show all posts
Showing posts with label solitaire gaming. Show all posts

Tuesday, October 22, 2024

Solo Scene: Pacific War 1942

 The enemy of our games was always Japan, and the courses were so thorough that after the start of World War II, nothing that happened in the Pacific was strange or unexpected.”

Admiral Chester W. Nimitz

I love solitaire games of all kinds across the adventure gaming hobby. I enjoy exploring World War II history through wargames. And I’ve admired many games Worthington Publishing has released over the years, notably Tarawa 1943, Hidden Strike American Revolution, Chancellorsville 1863, and the Holdfast series of block games. So when I heard Worthington launched a Kickstarter for another series of three “travel” solitaire wargames, I figured I’d revisit one from the previous campaign. Pacific War 1942 demonstrates the compact innovations of this format that engage players in a satisfying wargame experience.

Tuesday, July 18, 2023

A Tale of Two Alien Games

More often I’m exploring cooperative and solitaire games given their growing prevalence as a subgenre of the adventure gaming hobby and my limited player base. Frequent readers know I’ve discussed solo roleplaying game options before (and I’m still exploring more recent entries), but I’ve not really talked much about solitaire board or wargames beyond the “playing against yourself” variety. The pandemic had me exploring a host of different options, both purely solitaire games as well as cooperative games suitable for a single player. The intersection of these games with themes that interest me has brought a few new titles into my collection. As a fan of the first two Aliens franchise movies, I couldn’t resist picking up their associated games, each designed as a cooperative game suitable for a single player. Both remain true to their cinematic origins, but they offer quite different experiences on several levels.

Tuesday, November 1, 2022

Reconnecting with Tunnels &Trolls

I’ve been busy lately more with wargames than roleplaying games – both core elements of the adventure gaming hobby (along with board games) – but I recently took a break from various wargaming projects and dove back into an old yet renewed game I’d enjoyed in my youth: Tunnels & Trolls. At first I didn’t get very far, just reviewed the rules and rolled up a character, but soon I was perusing different adventure books and couldn’t resist running a solitaire scenario. For a short while I basked in a comforting feeling from my earliest gaming days, sending my character wandering through programmed adventures, stumbling around traps, and either fighting my way to victory and fantastic treasures or failing that one saving roll and suffering a seemingly arbitrary and undeserving death. The experience proved a refreshing change from my current activities and one I intend to return to when I need a bit of contrast to my usual gaming scene.

Tuesday, September 27, 2022

Gaming Artifacts: AD&D Deck of Encounters

I’m always on the lookout for interesting resources to inspire and enhance my solitaire roleplaying gaming. Most work just as well for group play, but some can form the basis for solo adventures when the gang just can’t coordinate schedules and you want to spend an afternoon immersed in an imaginary game world. Years ago I recall using the second edition Advanced Dungeons & Dragons Deck of Encounters: Set One for a few weekend forays back into my favorite Basic/Expert D&D rules. I don’t recall much about the few play sessions other than they offered some satisfying entertainment and relief from stress at the time. Perusing the deck today I can see how they provide a range of adventure seeds one might develop into sole encounters or springboards for more involved adventures. It’s quite AD&D specific, but enterprising gamemasters can adapt most encounters to their favorite game setting or genre with a little work. Alas, it’s not cheap to acquire these days, especially when other resources exist today with a similar if not more effective inspirational impact.

Tuesday, April 14, 2020

Alone in the Infinite Cathedral


I really did mean to set aside work on programmed solitaire roleplaying game adventures after finishing The Asturia Incident. Even during that project I briefly detoured to revise my old Trapped in the Museum solo scenario for the OpenD6 system on the occasion of its twentieth anniversary. After those forays into solo adventure gamebook writing I’d wanted to return to my long-neglected Infinite Cathedral project: a medieval roleplaying game setting bound to no particular game engine. And yet I now find myself tackling the challenge of creating a system-neutral programmed solitaire scenario. At least it’s serving as an introduction to the Infinite Cathedral and will hopefully fuel my enthusiasm for the main project ahead.

Tuesday, March 24, 2020

Solo Gaming in Pandemic Times


The covid-19 coronavirus seems like something from the intro to a post-apocalyptic roleplaying game. Or a night playing Pandemic. Anxiety remains high, especially with our 24/7 information highway overload and a problematic centralized federal government preparation and response. Hopefully everyone employs good hygiene practices and uses “self isolation” to whatever degree possible (I realize not everyone can engage in it, especially first responders and medical workers, but also those who have little choice but to report to work lest they lose paychecks and jobs). We need entertaining diversions to occupy our inflammably anxious minds and provide some positive, imaginative experiences. Solo gaming to the rescue!

Thursday, February 27, 2020

Space Marine Adventures for Solo or Coop Play



I don’t recall where exactly I first heard of Space Marine Adventures: Labyrinth of the Necrons, but the concept of introductory solitaire and cooperative play grabbed my attention. I’m not a huge fan of Warhammer 40k, though in my distant past I dabbled with Warhammer Fantasy Roleplay (second edition) and found a used edition of the fantasy miniatures rules, more out of curiosity than any other motive. I have a vague awareness of what Space Marines are and that they apparently spend much of their time fanatically blasting things. So I’m in no way invested in the Warhammer 40k universe, but knowledgeable enough about its basics to enjoy an entertaining solo/coop game experience with high production values and good replay possibilities.

Monday, June 17, 2019

Trapped in the Museum 20 Years Later



I just published the 20th anniversary edition of Trapped in the Museum, a solitaire adventure gamebook I first released back in 1999. Back then S. John Ross gave me his kind permission and much-needed encouragement to use his Risus: The Anything RPG game system for the brief pulpy tale of a college student who suddenly wakes up in a dark, locked museum. Another mutual friend, Shawn Lockard – who for a while hosted the WEDGE West End Games fan website – maintained a site for me where the free solo gamebook lived for a while. At one point I even printed copies to give away at the few convention appearances I was making at the time. It was all in an effort to keep my name and game design reputation in the public eye in the hopes it might attract some freelance writing work. It was the unintentional launch of a 20-year independent publishing career.

Tuesday, June 11, 2019

Limitations of Programmed Solo Adventures


I’m wrapping up work on two programmed solitaire adventures, a 20th anniversary revision of my Trapped in the Museum free adventure and a much more substantial science fiction scenario, The Asturia Incident, each using the OpenD6 system. I enjoyed working on them. They offered a break from more traditional roleplaying game writing and allowed me to have fun exploring elements within each genre. Both serve as tutorial adventures walking players through the skill-roll process in numerous situations, though this proved a bit more difficult to adjudicate thoroughly in the longer scenario. And while I’m thinking about developing a substantial pulp-themed solo adventure (a sequel of sorts to Trapped in the Museum), I feel I need some time to cleanse my palate from the rigors of programmed solo scenario writing. As entertaining as I hope the final product might seem, writing a programmed solo adventure takes a great deal of creative effort and has limited appeal in the roleplaying gamer market.

Tuesday, May 28, 2019

Solo Tékumel Actual Play Report


Lately I’ve had an urge to explore M.A.R. Barker’s Tékumel setting through solitaire roleplaying. (You can read my earlier missive on this subject, “Prepping A Solitaire Foray into Tékumel.”) So one night while my wife was off watching Game of Thrones with friends and my son sat glued to the television screen watching American Idol (neither of which engages me in the least) I spread my solo gaming materials across my standing desk and indulged in a brief foray into the Empire of the Petal Throne. My heroes consisted of Ibásh, a young, idealistic priest of Keténgku; Bara, a protective aridani warrior late of the Legion of the Mighty Prince; and Thékuto, a well-traveled trade liaison for the Victorious Globe clan, to which they all belong. Their masters have quietly charged them with researching and retrieving an ancient automaton. As the first step in their journey they stopped along the sákbe road at the Tower of Deathly Hospitality (detailed in the earlier blog entry on this subject). Seeking shelter in the midst of a torrential monsoon, they find a caravan camped on the platform as far as possible from the dilapidated guard tower, with a lone fellow staring into the open door into the structure calling for his wife but, alas, not brave enough to enter and search for her himself. After learning of the tower’s haunted reputation from the encamped caravan, the group approaches Hóru hiArusá, a craftsman from the Silver Collar clan heading home with his new wife. Dzái sought shelter in the tower against his wishes; she has yet to emerge, call for help, or otherwise make her presence known. Although Ibásh wants to charge in, Thékuto, ever the voice of savvy reason, asks what Hóru’s willing to do if they group finds and returns his wife. The artisan offers them a finely wrought copper cup he himself crafted. Encouraged by this incentive the heroes enter the tower.

Tuesday, April 16, 2019

Prepping A Solitaire Foray into Tékumel


Reading Man of Gold and diving back into Tékumel source material inspired me to explore Professor Barker’s rich, very alien setting through solitaire play (my distant past attempts at running it with friends having met with little success or satisfaction). I took some time to assemble my resources and work out some story basics...and then I put it to the test on an adventure seed I wrote as a challenge I issued in on of my recent blog posts, “Demonstrating Potential: Adventure Seeds & Outlines.”

Tuesday, December 18, 2018

Magazine Daydreams & A Side-Trip to Egypt


Lately I’ve been daydreaming about establishing a kids magazine featuring historical articles with an appropriately themed game in every issue. The grandparents had been asking us what to get our son, the Little Guy, for his birthday and Christmas, which, unfortunately, sit frightfully close on the calendar. One set of grandparents got him a subscription to National Geographic Kids, which he enjoys mostly for the cat features. His new-found interest in various historical periods coupled with Dad’s collection of games with historical themes and my own advocacy for using games for learning (especially with kids) got me daydreaming about a magazine concept. What if kids could get a bi-monthly magazine filled with articles on a specific historical subject complete with a small game bound within its pages? (In yet another daydream I’m employed in my chosen career field with a salaried position at a non-profit group advocating the use of games for learning with both children and adults....) Alas, in this Internet Age where everyone’s plugged in, staring at a screen, and doodling away at some solitaire online time-waster game there probably isn’t much of a market for a print magazine, let alone one geared toward kids (probably more plugged in than any other demographic), and one focused on history with an analog game inside. But it was a nice daydream before reality dashed it to pieces, one that inspired me to develop a very simplified solitaire game about ancient Egypt.

[Editor’s Note: And how timely that, as I prepare to post this, archaeologists in Sakkara, Egypt, have just discovered an undisturbed 5th Dynasty tomb of a priest from 4,400 years ago....]

Tuesday, November 6, 2018

Streamlined Combat for OpenD6 Solo Gamebooks


I’m developing a solitaire D6 Space gamebook, a programmed adventure in the spirit of the numerous solo “tutorial” scenarios I’ve written over the years and have enjoyed in other games. I’m having fun with it, incorporating science fiction tropes I admire, going off to explore entertaining tangents, offering a few seemingly outrageous options, and (hopefully) providing an engaging adventure with plenty of meaningful player choices. Along the way, however, I’ve discovered a particular drawback to using OpenD6 in this programmed solo gamebook format: the combat system isn’t really conducive to providing players with an adversary’s stats and letting them resolve the fight on their own...a staple of many gamebooks and solitaire adventures. It’s not as much a factor in the scenario I’m writing now – it’s not particularly combat-heavy, though it contains a few fights at pivotal moments – but it’s given me cause to think about and develop a better system for more combat-oriented solo gamebooks using OpenD6.

Tuesday, November 7, 2017

Favorite Resources for Solo RPG Play

November has arrived, which means Solo Gaming Appreciation Month (SGAM) returns with a vengeance. The event, organized by the Google Plus Lone Wolf Roleplaying community, encourages gamers to celebrate solitaire play and post their experiences (something the community generally supports throughout the year). Some of us, myself included, dabble in all kinds of solitaire play year-round, from roleplaying games and solo gamebooks to board games and wargames, sometimes to playtest design concepts, other times for sheer entertainment. SGAM offers an occasion to reflect on some solitaire roleplaying resources, some tried and true, some newly discovered, that not only reflect my particular solo gaming preferences but might also enhance others’ solo play experiences:

Tuesday, August 15, 2017

Solitaire Board Games on my Radar

I’ve talked about solitaire roleplaying game adventures and solo wargaming before, but not a whole lot about solitaire board games. Although the common perception places “games” in the realm of activities engaged with groups of people, I feel solitaire gaming across the broad spectrum of the adventure gaming hobby has value, whether to satisfy the urge for an interesting interactive story (“Curling Up with Solitaire Gamebooks”), teaching rules and introducing a setting (“Solitaire RPG Tutorial Adventures”), or any number of other beneficial applications. I’ve often lumped solo board games in with my occasional broad overviews of the state of solitaire gaming: “Celebrating Solitaire Play” and “Solitaire Play Addendum” come to mind. For whatever reason – my introversion, a lack of a stable gaming community, my slowly-increasing misanthropic tendencies – I’m exploring more solo board games these days. It certainly helps that I’m seeing more solitaire offerings in this field on my gaming radar.

Tuesday, October 18, 2016

SGAM Celebrates Solo Play

November is Solo Gaming Appreciation Month (SGAM), an annual, month-long celebration of solo gaming promoted primarily by the Lone Wolf Roleplaying community on Google+. Started by solo gaming enthusiast John Fiore in 2011, the movement receives less emphasis than various other game-focused commemorations like the birthdays of gaming pioneers Gary Gygax and Dave Arneson, Free RPG Day, GM’s Day, and International Tabletop Day. Yet to me it remains a key celebration of an under-appreciated aspect of gaming.

Solitaire play has a place in the adventure gaming hobby. Some gamers came to the roleplaying game hobby through “interactive fiction” like the Choose Your Own Adventure books or TSR’s Endless Quest books or even solitaire tutorial adventures in later editions of the Basic Dungeons & Dragons rulebook. SPI founder and prolific writer James F. Dunnigan has asserted that wargamers prefer solitaire play to explore the nuances of various simulations and prepare their own strategies for head-to-head play. More games push the bounds of “traditional” gaming concepts: along with innovative “cooperative” board games comes the concept of games designed for a single player (or with single player options). Even BoardGameGeek.com hosts an annual solitaire print-and-play design contest that generates a host of innovative solo games.


Tuesday, April 14, 2015

Chit-and-Board Wargames Still Live

I don’t often talk about chit-and-board wargames (or “traditional” wargames for brevity’s sake). Although the adventure gaming hobby evolved from this sector of gaming (and from its miniature wargaming cousin), it seems the prevalence of roleplaying games, board and card games, and more visually appealing miniature wargames have eclipsed their popularity. We don’t always hear about these through the usual buzz on the internet. News covers the latest OSR games and supplements, Euro-style games, major releases from publishers with pre-painted miniatures and numerous collectible powers to enhance tournament play, Kickstarter juggernauts, licensed games, and a host of flashier products.

Regrettably the days of traditional wargaming’s popularity have long passed. Giants like Avalon Hill and SPI have faded, though the former lives on under the auspices of Wizards of the Coast and focuses primarily on proven brands (such as Axis & Allies). Rare are massive bookcase game boxes with cardboard-mounted maps and hordes of half-inch, die-cut unit counters. Traditional wargaming has given way to the more visually appealing miniature wargaming hobby and to lighter “battle games” like Memoir ’44, Battle Cry, Wings of Glory, and the Axis & Allies Miniatures Game which incorporate more elements from board gaming with a wargame theme.

Yet that extremely niche portion of the hobby still remains active, with a handful of companies still producing new titles to satisfy this aspect of gamers’ interests. Some remain minimalist efforts, thin rulebooks with a half-sheet of counters (at best). Others revel in the massive boxed games packed with components, frequently financed by crowdfunding efforts like Kickstarter. I’ve come across a number of traditional wargame publishers who remain active; the list below is by no means comprehensive, but offers a relatively current glimpse at this sector of the adventure gaming hobby:

Tuesday, December 23, 2014

Curling Up with Solitaire Gamebooks

I recently ordered a copy of S John Ross’ Ring of Thieves solitaire gamebook adventure thanks to a 35%-off Lulu holiday sale (alas, ordered before they announced the 50%-off hardcovers sale...). When combined with memories of immersing myself in game books – solitaire or otherwise – over the holidays during my misspent youth, I can’t help having solo gamebooks on my mind.

Frequent readers know how much I love solitaire game adventures, especially those included in roleplaying game rulebooks to help teach both the system and setting. Solo gamebooks offer a complete, self-sufficient play experience without reliance on or eventual transition to a full set of game rules in a vast, tome-like rulebook. They can scratch some of the itch for traditional roleplaying activities – a lone hero trying to overcome numerous obstacles in an adventure – but might seem limited by their streamlined game mechanics and programmed format (though that still provides a good degree of replay value as players explore different choices and meet various ends...). I realize the programmed game experience isn’t as freeform or unexpected as some other solo roleplaying game options available today, particularly those pioneered by a small but dedicated core of solo gamers exploring new tools and techniques. Like roleplaying games, solo gamebooks balance rules and story, though they employ printed text to describe situations and streamlined game mechanics to resolve conflicts. I’m not saying one kind is bad and the other good – people (even designers) have their own tastes, projects have their own parameters – but the product and the experience it delivers (intentionally or otherwise) can vary between storytelling and game.

Tuesday, October 14, 2014

Connecting with An RPG Setting

Roleplaying games present several challenges for newcomers, whether they’re new players at an experienced gamemaster’s table or enthusiasts seeking to run a particular game for others. Aside from the initial leap complete neophytes must make in understanding the roleplaying game experience, gamers must also learn a set of rules governing character abilities and actions in the game setting; though some might argue most people have at least some experience with both “roleplaying” and rules, gaining those from “let’s pretend” play activities from their childhood and game mechanic concepts drawn from more traditional family board games or sports. But not everyone has prior experiences from which to adapt to some roleplaying games’ more exotic settings.

One reason Dungeons & Dragons remains so popular – aside from being the first commercially successful roleplaying game – thanks in part to its generic fantasy setting, one that relies on familiar tropes from popular media such as the Lord of the Rings films based on J.R.R. Tolkein’s Middle-earth epics; stories, comics, movies, and television shows based on Robert E. Howard’s Conan character; magical fare like the Harry Potter franchise; and many other sources such as those listed in D&D’s own infamous “Appendix N.” Warriors and wizards fighting goblins and orcs in subterranean caves and ancient ruins; these trappings hearken back even to the most basic Western cultural legends of King Arthur, Beowulf, and the tales of the Brothers Grimm. These media and cultural foundations help players easily grasp the setting concepts behind D&D than other more esoteric game worlds.

Some other games don’t suffer from player unfamiliarity with their setting. Nearly any game based on a licensed media property has a loyal fan following intimately familiar with the universe...some of those fans also share an enthusiasm for roleplaying games which they indulge in themselves and sometimes seek to share with other fans. Take your pick: Star Wars, Doctor Who, Battlestar Galactica, Firefly. In these cases gamer-fans have to overcome the challenges posed by roleplaying game rules alone instead of both mechanics and an unfamiliar setting. Not familiar with the setting? Just sit down for a few hours with a DVD set for one season and immerse yourself in the setting.

Game designers and gamemasters do their best to present roleplaying game settings in familiar terms. Sometimes they can use a “crutch” to help impart the gist of a setting by drawing comparisons to familiar films, television shows, comics, and novels. For instance, one might describe GDW’s Victorian space fantasy game Space 1889 as Zulu meets Edgar Rice Burroughs’ Barsoom novels. One could compare Vampire: The Masquerade and other World of Darkness fare to roleplaying games based on Ann Rice’s vampire novels or the Underworld film franchise.

Sometimes game settings draw comparisons to other games or established genres. At the time of its release, Fantasy Flight Games’ Dragonstar was billed as “D&D in space” (though one might argue the Spelljammer setting holds that distinction). Wicked North Games’ Westward could easily be described as Wild West steampunk on another planet. R. Talsorian’s gorgeous Castle Falkenstein used comparisons to genre films and literature plus a healthy dose of fantastic artwork to bring its Victorian steampunk fantasy alternate earth to life for gamers. Aside from its groundbreaking game mechanics, Monte Cook’s visionary Numenera game also boils down to familiar if morphed fantasy tropes merged with lost science fiction bits amid the ruins of an extremely far future, all enhanced with inspiring illustrations.

Really esoteric and original roleplaying game settings can’t often draw on widely understood cultural elements. A few titles I’d consider “esoteric” come to mind include Skyrealms of Jorune – with which I regrettably have little exposure – and anything based on M.A.R. Barker’s Empire of the Petal Throne setting, including the recently released Bethorm: Plane of Tekumel game from adventure gaming luminary illustrator Jeff Dee (a subject I’ve discussed before). Some newcomers to the roleplaying game hobby might find some of the more exotic settings mentioned in earlier paragraphs just as esoteric. (As an aside Wizards of the Coast’s Everway game from 1995 remains largely forgotten primarily because of the inaccessibility of its setting – despite some groundbreaking game mechanics elements – at a time when many fans really wanted a game set within the rich world of the company’s wildly popular Magic: The Gathering collectable card game.) Certainly most provide at least a setting framework – if not comprehensive material on locations, equipment and treasure, meta-plots, characters, and potential adventures – though this often requires considerable reading and comprehension from an often voluminous core rulebook.

Some of these game settings are so intricately and deeply designed that players really have to immerse themselves in the source material to understand how to game in that environment. Aside from reading the rulebook’s relevant setting materials (possibly including some rule sections, too), what methods do gamemasters use to acclimate players to new and obscure setting material?

Media: It’s not always possible to find a corollary between existing novels, comics, film, and telelvision shows, but this remains one of the best ways to orient newcomers to at least the spirit of an unfamiliar if not esoteric setting. Sometimes the roleplaying game itself offers supplemental material specifically tied to the esoteric game itself; for instance, The Man of Gold, M.A.R. Barker’s first novel set in the world of Tekumel. I’ve occasionally dabbled in this kind of setting orientation myself; long ago in the days when Star Wars was all but a forgotten media property (the early 1990s, before the Timothy Zahn novels appeared), before embarking on an epic Star Wars: The Roleplaying Game campaign with friends, we all spent a day watching the classic trilogy (particularly because one player had managed never to have seen the Star Wars films before...).

Internet Surfing: Wandering the seemingly infinite halls of the internet can provide newcomers to an esoteric setting with some exposure to informative elements, from professional and fan-produced artwork to sites with game- or setting-specific material, actual-play reports, and encyclopaedic wikis filled with cross-linked information. Run a Google search on “Tekumel” and one finds a host of blogs, illustrations, maps, and comprehensive websites offering lots of setting information to absorb.

Player Handouts: Gamemasters can use a variety of handouts to both inform players and put them in the mood for the game. I’ve created information handouts for a variety of games in the past, usually focusing on knowledge the average character would possess. In some cases these include outlines on how players accomplish basic tasks using the game mechanics, but often they incorporate useful setting material. I even recall compiling a list of slang terms used in early Star Wars novels for my player orientation sheet used in running Star Wars d6 adventures at conventions (apologies for referring yet again for my involvement with the Star Wars: The Roleplaying Game).

Solitaire Tutorial Adventures: Frequent readers might recall I particularly enjoy solo tutorial adventures and have frequently discussed the subject before. These brief scenarios using programmed entries (similar to pick-a-path-style books of yore) to enable readers to dive into both the game setting and mechanics right away. Granted, this often requires sharing the rulebook with players (sometimes a limited resource), but it’s a good starting point to steer newcomers for quick immersion in both the game system and setting. Even such an esoteric setting as Tekumel has used this technique; Theatre of the Mind’s edition of Adventures in Tekumel presented much of its player-oriented material and several scenario books in the form of playable solo adventures (and some with lengthy narrative portions imparting the intricacies of the setting). I’ve used them to orient myself to new settings that interested me as a gamemaster, particularly West End’s Paranoia second edition and the multi-genre TORG.

The issue really comes down to how much investment players are willing to make in learning the setting beyond the time and focus required to comprehend the essential game mechanics. Not everyone can sit down, read, and absorb a hefty rulebook, nor are they always willing to do so to fully understand every game in which they wish to dabble as players. Familiarity with the setting genre goes a long way in enticing them to play and rewarding them with an entertaining experience (instead of a game session filled with complete bafflement). Some settings seem interesting but remain so foreign – despite various strategies to inform potential players – as to remain essentially inaccessible...a regrettable condition given the number of high-quality, esoteric game settings available today.

Comments....
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Tuesday, September 30, 2014

Wargaming Revelations in 1776

I recently had a chance to play Avalon Hill’s American Revolution wargame 1776 and discovered I fulfilled several of James Dunnigan’s statements about wargamers in The Complete Wargames Handbook: How to Play, Design & Find Them (revised edition). Playing the basic game revealed to me that I not only fall into what he considers the majority “favorite mode” of play – solitaire – but that I do so for one of his two major reasons (“lack of an opponent” instead of “preference to play without an opponent”) and that I particularly enjoy exploring the historical aspects of the situation in “that the player may exercise his own ideas about how either side in the game should be played without interference from another player.”

A month or two ago I acquired a small pile of well-used but mostly complete wargames for $10 (thanks to my wife’s sharp eyes perusing Craigslist). The haul included several Avalon Hill games I was keen to try given my varied historical interests, primarily Panzer Leader and 1776 (and one of Dunnigan’s own games, Empires of the Middle Ages, from the company he founded, SPI). Most needed a bit of attention: some tape to repair the boxes, a good deal of sorting punched chits from numerous plastic bags, and some online research to find and print out some missing chart inserts. But overall these activities and my rulebook reading have rekindled an enjoyment and respect for these classic games often overlooked in today’s flashy marketplace.

So I finally sorted out the pieces for 1776, read the pleasantly brief “Basic Game Rules,” (about three pages), and sat down to play the beginner scenario, covering the last seven months of 1776 in New England and the mid-Atlantic colonies of New York, New Jersey, and eastern portions of Pennsylvania. Each side began with relatively equal combat strength, the British concentrated in New York and a few outposts in Canada, with the Continental Army gathered in Morristown, NJ, and some adequate forces at West Point and Albany, and a few stray bits scattered in Philadelphia, Boston, and the Mohawk Valley. To win one side had to occupy several key locations with at least one point of combat strength to gather victory points exceeding the opponent.

Since I was playing both sides in this solitaire affair I decided beforehand to establish general strategic objectives for each side and carry them through at least the initial turns. The second and third turns would bring sizable reinforcements for the British, first in New York and then in a port of the British player’s choosing; the Patriots got about half the number of reinforcements in dribs and drabs allocated to Albany and Philadelphia. I decided the British would go for a very non-historically accurate aggressive strategy, leaving token forces in their Canadian towns and heading down Lake Champlain to take Fort Ticonderoga and then march on Albany, all while the New York forces sought to hold the Continental Army at bay and send a second force north to aid in Albany’s capture. The Patriots decided on a bold strategy to try taking New York. Both sides had aggressive agendas, but only the British had the strength to successfully undertake theirs. The British smeared the Continental Army outside New York, marched down from Canada to take Ticonderoga and West Point, then spent the rest of the game mopping up token Patriot resistance. Luckily for America the historical British were not so aggressive.

I’ve discussed Dunnigan’s book at Hobby Games Recce before; it’s helped guide me in looking at board-and-chit wargames in a new light and in examining my own gaming preferences. In reading and playing 1776 solitaire I came to a few realizations:

Basic Game Rules: These days I prefer basic rules to more complex fare. I have less time and focus to read, comprehend, and play out fully advanced games, but enjoy dabbling in ones with simplified rules that still impart some sense of the gameplay and historical context. I really like games that provide basic rules to enable newcomers to play with advanced rules to add levels of complexity later if players wish to continue (a subject I’ve covered before). I’ll admit, after trying the initial basic game scenario I’m tempted not only to try it again but to read ahead in the rulebook and incorporate more advanced rules into my gameplay.

Scenario Replay Value: 1776 comes in Avalon Hill’s famous “bookcase” game format, that sturdy two-inch-thick box that holds all the quality components...which means it’s not a cheap game to purchase new. Anytime someone pays a large price for a game – whether miniatures, board, Euro-style, or roleplaying game – they expect to get some good gameplay out of it beyond a simple game or two. 1776 provides four “scenario cards” listing the starting disposition of forces and victory conditions for several campaigns during the Revolutionary War as well as rules for the “campaign simulation game” so players can play out the entire conflict starting in January 1776. Combined with the solitaire wargamer’s urge to replay scenarios to “exercise his own ideas about how either side in the game should be played” as Dunnigan suggests, 1776 (and probably any similarly presented board-and-chit wargame) offers a solid replay value.

Combat Resolution Table: Dunnigan summarizes the concept of a table on which each side compares its fighting strength in a ratio, then rolls to determine the exact outcome of the battle within a range of outcomes based on that ratio. Although the results 1776 primarily include elimination of all or half of the attacker and/or defender strength, other games incorporate other effects, including retreat. In gameplay I realized the limited options provided by a six-sided die roll often seemed arbitrary without overwhelming differences between combat strengths, but I understand this is a wargame-design convention of the time that also allows players to quickly transition to other wargames, particularly those from the same company. In perusing the materials for Avalon Hill’s Panzer Leader I found encouragement that the game uses a similar “combat resolution table” based on ratios of unit strength values. Along with similar design in unit counter stats (such as combat value and movement allowance points) it provides a comfortable framework to wander from one game to another. Using the “rules master” system Dunnigan described in his book – in which many companies used similar rules text templates customized to historical and situational detail – as well as similar design concepts allows players to easily port their attention from one game to another.

Small Components: Playing 1776 also helped me realize the game’s components, while nice, aren’t quite suited to the older gamer. I often fumbled the half-inch-square chits of thin cardboard across a hex map and had some difficulty interpreting place names and terrain features on the board. It started me thinking about larger “showcase” game versions of board-and-chit wargames with oversized maps and counters...something akin to Steve Jackson Games’ massively impressive (and expensively Kickstarted) OGRE Designer’s Edition (I imagine...I’ve only seen the game once at a convention).

Overall I enjoyed by brief solitaire encounter with 1776’s basic game rules; with a little more time and focus I hope to revisit the beginner scenario, quite possibly incorporating some of the advanced rules options for a deeper game experience. A more realistic strategy for the Continental Army might help, too.

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